Completed RA and EM get their dukes up in my mind.(Anyone got aspirin?)

All right we're gonna start off by giving the rules that I allowed you tiny mortals to create

Originally Posted by Fat Ragnarokalex
reposting my challange with a couple tweaks

6v6 Brawl
1.5 Day DQ/3 for Ref
2 Recovers/0 Chills
ASB Arena for simplicity for ref, if ref would like to do something more complicated then it is their choice
3 Subs per team per round, the 3 must be split amongst your mons as either specific chance substitutions for a single mon, or broad KO subs that can affect multiple mons.

Also items being on or at least set to training would be appreciated
OK, let's do this!

Porygon-Z (Hacketia)
Nature: Modest
Type:Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:Adaptability:
Type: Innate
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).Download:
Type: Innate
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.Analytic: (Dreamworld)
Type: Can be Enabled
If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Abilities:Static:
Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.Vital Spirit (Dreamworld)
Type: Innate
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Octillery (Feralyn) Female
Nature: Quiet
Type: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Hustle:
Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.Sniper:
Type: Innate
This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.Moody:(Dreamworld)
Type: Innate
This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Mismagius (Amalia) Female
Nature:Modest
Type: Ghost: STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Abilities:Compoundeyes:
Type: Innate
This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Mountaineer:
Type: Innate
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.Technician (DW):
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Chandelure (Zakireth) Male
Nature:Timid
Type: Ghost: STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fire: STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:Flame Body:
Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.Flash Fire:
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Shadow Tag:
Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Abilities:Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Drought (DW): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.

Milotic(*) [Mirokarosu] (F)Nature: Bold (+1 Def, -1 Atk)Type: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).Cute Charm (DW): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Steelix [Haganeiru] (M)Nature: Adamant (+1 Atk, -1 SpA)Type: Steel/GroundSteel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Sheer Force (DW): (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
​

Abilities:Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)Super Luck (DW): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Revenankh [] MNature: Relaxed (+1 Def, -15% Speed, -10% Evasion)Type: Ghost/FightingGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10).Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.Sniper (DW): (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.

Power of the Mystic
Inner Strength
A staff of wonder and ruin
Is this the power you seek?

Choosing this as your weapon will give you +2 SP.ATK and all of your hit chances and effect chances go up by 15%
Choosing to give up this weapon reduces your SP.ATK by 2 and your effect chances go down by 10%

Power of the Guardian
Kindness to aid friends
A shield to repel all
Is this the power you seek?

Choosing this as your weapon will give you +2 DEF and the ability to use Reflect, Light Screen and Mirror Coat as a STAB move.
Choosing to give up this weapon will Give you -2 DEF and you're able to be critted 3 times as often.

Moderator

didn't notice this before among other things, but he gave up the sword, so he can't crit. also like i said on irc when you hit yourself in confusion the counter is lowered to 1, not lowered by 1. i have no idea if any of that matters, but ...

Confusion Stage lowers by 1 at the beginning of the Pokemon's action until it hits 0. When the confusion counter hits 0, the Pokemon snaps out of confusion and attacks normally.

When a Pokemon hits itself in confusion or receives 16 or more damage from a single attack, its Confusion stage is lowered to a minimum value of 1. Confusion is removed if the Pokemon is switched out.

Click to expand...

also, missed this stuff before because i didnt have time to fully analyze shit (had to do the work im still procrastinating...), BUT:

- syclant should have used struggle bug a2, as its sub was only for a1
- electivire's brick break should have damaged togekiss less because follow me weakens redirected contact attacks
- chandelure should have targetted togekiss a2 with shadow ball since togekiss used follow me and was still alive
- syclant should have 20 more hp because of engima berry activating on the heat waves

edit: also octillery's water spout did more damage to ninetales/togekiss a2 than a1, dunno which is correct since i didnt calc, though a2's needs to be recalculated anyways because of struggle bug hitting

I agree with everything but the confusion thing, it stating that it is lowered to a minimum of one mearly means that the confusion counter cannot be lowered below 1, however it doesnt state wether it is lowered by one, nor does the stage being stopped at one make any amount of sense at all, I'm not arguing wether the stage is lowered to 1 or 2 or whatever, mearly that we need to get this thing completely revamped because the wording now makes absolutely no sense at all.

Also on a completely different note, Kevin went to bed and i was curious if you are bothered by me logging in and fixing the calcs myself, I don't want to mess with it if you have any problem with it at all though.